Abstract:In this article, we introduce a novel strategy for robotic exploration in unknown environments using a semantic topometric map. As it will be presented, the semantic topometric map is generated by segmenting the grid map of the currently explored parts of the environment into regions, such as intersections, pathways, dead-ends, and unexplored frontiers, which constitute the structural semantics of an environment. The proposed exploration strategy leverages metric information of the frontier, such as distance and angle to the frontier, similar to existing frameworks, with the key difference being the additional utilization of structural semantic information, such as properties of the intersections leading to frontiers. The algorithm for generating semantic topometric mapping utilized by the proposed method is lightweight, resulting in the method's online execution being both rapid and computationally efficient. Moreover, the proposed framework can be applied to both structured and unstructured indoor and outdoor environments, which enhances the versatility of the proposed exploration algorithm. We validate our exploration strategy and demonstrate the utility of structural semantics in exploration in two complex indoor environments by utilizing a Turtlebot3 as the robotic agent. Compared to traditional frontier-based methods, our findings indicate that the proposed approach leads to faster exploration and requires less computation time.
Abstract:This article introduces a novel approach to constructing a topometric map that allows for efficient navigation and decision-making in mobile robotics applications. The method generates the topometric map from a 2D grid-based map. The topometric map segments areas of the input map into different structural-semantic classes: intersections, pathways, dead ends, and pathways leading to unexplored areas. This method is grounded in a new technique for intersection detection that identifies the area and the openings of intersections in a semantically meaningful way. The framework introduces two levels of pre-filtering with minimal computational cost to eliminate small openings and objects from the map which are unimportant in the context of high-level map segmentation and decision making. The topological map generated by GRID-FAST enables fast navigation in large-scale environments, and the structural semantics can aid in mission planning, autonomous exploration, and human-to-robot cooperation. The efficacy of the proposed method is demonstrated through validation on real maps gathered from robotic experiments: 1) a structured indoor environment, 2) an unstructured cave-like subterranean environment, and 3) a large-scale outdoor environment, which comprises pathways, buildings, and scattered objects. Additionally, the proposed framework has been compared with state-of-the-art topological mapping solutions and is able to produce a topometric and topological map with up to \blue92% fewer nodes than the next best solution.
Abstract:This article introduces a novel method for converting 3D voxel maps, commonly utilized by robots for localization and navigation, into 2D occupancy maps that can be used for more computationally efficient large-scale navigation, both in the sense of computation time and memory usage. The main aim is to effectively integrate the distinct mapping advantages of 2D and 3D maps to enable efficient path planning for both unmanned aerial vehicles (UAVs) and unmanned ground vehicles (UGVs). The proposed method uses the free space representation in the UFOMap mapping solution to generate 2D occupancy maps with height and slope information. In the process of 3D to 2D map conversion, the proposed method conducts safety checks and eliminates free spaces in the map with dimensions (in the height axis) lower than the robot's safety margins. This allows an aerial or ground robot to navigate safely, relying primarily on the 2D map generated by the method. Additionally, the method extracts height and slope data from the 3D voxel map. The slope data identifies areas too steep for a ground robot to traverse, marking them as occupied, thus enabling a more accurate representation of the terrain for ground robots. The height data is utilized to convert paths generated using the 2D map into paths in 3D space for both UAVs and UGVs. The effectiveness of the proposed method is evaluated in two different environments.
Abstract:In this article, we propose a control solution for the safe transfer of a quadrotor UAV between two surface robots positioning itself only using the visual features on the surface robots, which enforces safety constraints for precise landing and visual locking, in the presence of modeling uncertainties and external disturbances. The controller handles the ascending and descending phases of the navigation using a visual locking control barrier function (VCBF) and a parametrizable switching descending CBF (DCBF) respectively, eliminating the need for an external planner. The control scheme has a backstepping approach for the position controller with the CBF filter acting on the position kinematics to produce a filtered virtual velocity control input, which is tracked by an adaptive controller to overcome modeling uncertainties and external disturbances. The experimental validation is carried out with a UAV that navigates from the base to the target using an RGB camera.
Abstract:The fifth generation (5G) cellular network technology is mature and increasingly utilized in many industrial and robotics applications, while an important functionality is the advanced Quality of Service (QoS) features. Despite the prevalence of 5G QoS discussions in the related literature, there is a notable absence of real-life implementations and studies concerning their application in time-critical robotics scenarios. This article considers the operation of time-critical applications for 5G-enabled unmanned aerial vehicles (UAVs) and how their operation can be improved by the possibility to dynamically switch between QoS data flows with different priorities. As such, we introduce a robotics oriented analysis on the impact of the 5G QoS functionality on the performance of 5G-enabled UAVs. Furthermore, we introduce a novel framework for the dynamic selection of distinct 5G QoS data flows that is autonomously managed by the 5G-enabled UAV. This problem is addressed in a novel feedback loop fashion utilizing a probabilistic finite state machine (PFSM). Finally, the efficacy of the proposed scheme is experimentally validated with a 5G-enabled UAV in a real-world 5G stand-alone (SA) network.
Abstract:In this article, we propose the novel concept of Belief Scene Graphs, which are utility-driven extensions of partial 3D scene graphs, that enable efficient high-level task planning with partial information. We propose a graph-based learning methodology for the computation of belief (also referred to as expectation) on any given 3D scene graph, which is then used to strategically add new nodes (referred to as blind nodes) that are relevant for a robotic mission. We propose the method of Computation of Expectation based on Correlation Information (CECI), to reasonably approximate real Belief/Expectation, by learning histograms from available training data. A novel Graph Convolutional Neural Network (GCN) model is developed, to learn CECI from a repository of 3D scene graphs. As no database of 3D scene graphs exists for the training of the novel CECI model, we present a novel methodology for generating a 3D scene graph dataset based on semantically annotated real-life 3D spaces. The generated dataset is then utilized to train the proposed CECI model and for extensive validation of the proposed method. We establish the novel concept of \textit{Belief Scene Graphs} (BSG), as a core component to integrate expectations into abstract representations. This new concept is an evolution of the classical 3D scene graph concept and aims to enable high-level reasoning for the task planning and optimization of a variety of robotics missions. The efficacy of the overall framework has been evaluated in an object search scenario, and has also been tested on a real-life experiment to emulate human common sense of unseen-objects.
Abstract:This article presents a novel approach to identifying and classifying intersections for semantic and topological mapping. More specifically, the proposed novel approach has the merit of generating a semantically meaningful map containing intersections, pathways, dead ends, and pathways leading to unexplored frontiers. Furthermore, the resulting semantic map can be used to generate a sparse topological map representation, that can be utilized by robots for global navigation. The proposed solution also introduces a built-in filtering to handle noises in the environment, to remove openings in the map that the robot cannot pass, and to remove small objects to optimize and simplify the overall mapping results. The efficacy of the proposed semantic and topological mapping method is demonstrated over a map of an indoor structured environment that is built from experimental data. The proposed framework, when compared with similar state-of-the-art topological mapping solutions, is able to produce a map with up to 89% fewer nodes than the next best solution.
Abstract:In this article, we propose a novel LiDAR and event camera fusion modality for subterranean (SubT) environments for fast and precise object and human detection in a wide variety of adverse lighting conditions, such as low or no light, high-contrast zones and in the presence of blinding light sources. In the proposed approach, information from the event camera and LiDAR are fused to localize a human or an object-of-interest in a robot's local frame. The local detection is then transformed into the inertial frame and used to set references for a Nonlinear Model Predictive Controller (NMPC) for reactive tracking of humans or objects in SubT environments. The proposed novel fusion uses intensity filtering and K-means clustering on the LiDAR point cloud and frequency filtering and connectivity clustering on the events induced in an event camera by the returning LiDAR beams. The centroids of the clusters in the event camera and LiDAR streams are then paired to localize reflective markers present on safety vests and signs in SubT environments. The efficacy of the proposed scheme has been experimentally validated in a real SubT environment (a mine) with a Pioneer 3AT mobile robot. The experimental results show real-time performance for human detection and the NMPC-based controller allows for reactive tracking of a human or object of interest, even in complete darkness.
Abstract:In this article, we propose a reactive task allocation architecture for a multi-agent system for scenarios where the tasks arrive at random times and are grouped into multiple queues. Two stage tasks are considered where every task has a beginning, an intermediate and a final part, typical in pick-and-drop and inspect-and-report scenarios. A centralized auction-based task allocation system is proposed, where an auction system takes into consideration bids submitted by the agents for individual tasks, current length of the queues and the waiting times of the tasks in the queues to decide on a task allocation strategy. The costs associated with these considerations, along with the constraints of having unique mappings between tasks and agents and constraints on the maximum number of agents that can be assigned to a queue, results in a Linear Integer Program (LIP) that is solved using the SCIP solver. For the scenario where the queue lengths are penalized but not the waiting times, we demonstrate that the auction system allocates tasks in a manner that all the queue lengths become constant, which is termed balancing. For the scenarios where both the costs are considered, we qualitatively analyse the effect of the choice of the relative weights on the resulting task allocation and provide guidelines for the choice of the weights. We present simulation results that illustrate the balanced allocation of tasks and validate the analysis for the trade-off between the costs related to queue lengths and task waiting times.
Abstract:This article presents an architecture for multi-agent task allocation and task execution, through the unification of a market-inspired task-auctioning system with Behavior Trees for managing and executing lower level behaviors. We consider the scenario with multi-stage tasks, such as 'pick and place', whose arrival times are not known a priori. In such a scenario, a coordinating architecture is expected to be reactive to newly arrived tasks and the resulting rerouting of agents should be dependent on the stage of completion of their current multi-stage tasks. In the novel architecture proposed in this article, a central auctioning system gathers bids (cost-estimates for completing currently available tasks) from all agents, and solves a combinatorial problem to optimally assign tasks to agents. For every agent, it's participation in the auctioning system and execution of an assigned multi-stage task is managed using behavior trees, which switch among several well-defined behaviors in response to changing scenarios. The auctioning system is run at a fixed rate, allowing for newly added tasks to be incorporated into the auctioning system, which makes the solution reactive and allows for the rerouting of some agents (subject to the states of the behavior trees). We demonstrate that the proposed architecture is especially well-suited for multi-stage tasks, where high costs are incurred when rerouting agents who have completed one or more stages of their current tasks. The scalability analysis of the proposed architecture reveals that it scales well with the number of agents and number of tasks. The proposed framework is experimentally validated in multiple scenarios in a lab environment. A video of a demonstration can be viewed at: https://youtu.be/ZdEkoOOlB2g}.